sm64coopdx/mods/arena/main.lua

527 lines
16 KiB
Lua

-- name: Arena
-- description: A arena-shooter inspired game mode with custom weapons and levels.\nSeven gamemodes in one, three custom stages, five weapons.
-- incompatible: gamemode arena
GAME_STATE_ACTIVE = 1
GAME_STATE_INACTIVE = 2
GAME_MODE_DM = 1
GAME_MODE_TDM = 2
GAME_MODE_CTF = 3
GAME_MODE_FT = 4
GAME_MODE_TFT = 5
GAME_MODE_KOTH = 6
GAME_MODE_TKOTH = 7
gGameModes = {
[GAME_MODE_DM] = { shortName = 'DM', name = 'Deathmatch', teams = false, teamSpawns = false, useScore = false, scoreCap = 10, minPlayers = 0, maxPlayers = 99 },
[GAME_MODE_TDM] = { shortName = 'TDM', name = 'Team Deathmatch', teams = true, teamSpawns = false, useScore = false, scoreCap = 20, minPlayers = 4, maxPlayers = 99 },
[GAME_MODE_CTF] = { shortName = 'CTF', name = 'Capture the Flag', teams = true, teamSpawns = true, useScore = false, scoreCap = 3, minPlayers = 4, maxPlayers = 99 },
[GAME_MODE_FT] = { shortName = 'FT', name = 'Flag Tag', teams = false, teamSpawns = false, useScore = true, scoreCap = 60, minPlayers = 0, maxPlayers = 99 },
[GAME_MODE_TFT] = { shortName = 'TFT', name = 'Team Flag Tag', teams = true, teamSpawns = false, useScore = true, scoreCap = 120, minPlayers = 4, maxPlayers = 99 },
[GAME_MODE_KOTH] = { shortName = 'KOTH', name = 'King of the Hill', teams = false, teamSpawns = false, useScore = true, scoreCap = 45, minPlayers = 0, maxPlayers = 6 },
[GAME_MODE_TKOTH] = { shortName = 'TKOTH', name = 'Team King of the Hill', teams = true, teamSpawns = false, useScore = true, scoreCap = 90, minPlayers = 4, maxPlayers = 99 },
}
LEVEL_ARENA_ORIGIN = level_register('level_arena_origin_entry', COURSE_NONE, 'Origin', 'origin', 28000, 0x28, 0x28, 0x28)
LEVEL_ARENA_SKY_BEACH = level_register('level_arena_sky_beach_entry', COURSE_NONE, 'Sky Beach', 'beach', 28000, 0x28, 0x28, 0x28)
LEVEL_ARENA_PILLARS = level_register('level_arena_pillars_entry', COURSE_NONE, 'Pillars', 'pillars', 28000, 0x28, 0x28, 0x28)
LEVEL_ARENA_FORTS = level_register('level_arena_forts_entry', COURSE_NONE, 'Forts', 'forts', 28000, 0x28, 0x28, 0x28)
LEVEL_ARENA_CITADEL = level_register('level_arena_citadel_entry', COURSE_NONE, 'Citadel', 'citadel', 28000, 0x28, 0x28, 0x28)
LEVEL_ARENA_SPIRE = level_register('level_arena_spire_entry', COURSE_NONE, 'Spire', 'spire', 28000, 0x28, 0x28, 0x28)
local gGameLevels = {
{ level = LEVEL_ARENA_ORIGIN, name = 'Origin' },
{ level = LEVEL_ARENA_SKY_BEACH, name = 'Sky Beach' },
{ level = LEVEL_ARENA_PILLARS, name = 'Pillars' },
{ level = LEVEL_ARENA_FORTS, name = 'Forts' },
{ level = LEVEL_ARENA_CITADEL, name = 'Citadel' },
{ level = LEVEL_ARENA_SPIRE, name = 'Spire' },
}
-- expose certain functions to other mods
_G.Arena = {
add_level = function (levelNum, levelName)
table.insert(gGameLevels, { level = levelNum, name = levelName })
update_chat_command_description('arena-level', string.format('[%s] sets level', get_level_choices()))
end
}
-- setup global sync table
gGlobalSyncTable.gameState = GAME_STATE_ACTIVE
gGlobalSyncTable.gameMode = GAME_MODE_DM
gGlobalSyncTable.currentLevel = gGameLevels[math.random(#gGameLevels)].level
gGlobalSyncTable.roundsPerShuffle = 3
gGlobalSyncTable.capTeam1 = 0
gGlobalSyncTable.capTeam2 = 0
gGlobalSyncTable.kothPoint = -1
gGlobalSyncTable.message = ' '
sWaitTimerMax = 15 * 30 -- 15 seconds
sWaitTimer = 0
sRoundCount = 0
sRandomizeMode = true
-- force pvp and knockback
gServerSettings.playerInteractions = PLAYER_INTERACTIONS_PVP
gServerSettings.playerKnockbackStrength = 20
-- use fixed collisions
gLevelValues.fixCollisionBugs = 1
function calculate_rankings()
local rankings = {}
for i = 0, (MAX_PLAYERS - 1) do
local s = gPlayerSyncTable[i]
local np = gNetworkPlayers[i]
local m = gMarioStates[i]
if active_player(m) then
local score = 0
if gGameModes[gGlobalSyncTable.gameMode].useScore then
score = s.score * 1000 + (1 - (np.globalIndex / MAX_PLAYERS))
else
score = s.kills * 1000 - s.deaths + (1 - (np.globalIndex / MAX_PLAYERS))
end
table.insert(rankings, { score = score, m = m })
end
end
table.sort(rankings, function (v1, v2) return v1.score > v2.score end)
for i in pairs(rankings) do
local m = rankings[i].m
local s = gPlayerSyncTable[m.playerIndex]
s.rank = i
end
end
function calculate_team_rank(teamNum)
if teamNum < 1 or teamNum > 2 then
return 0
end
local red = calculate_team_score(1)
local blue = calculate_team_score(2)
if teamNum == 1 then
if red >= blue then
return 1
else
return 2
end
else
if blue >= red then
return 1
else
return 2
end
end
end
function calculate_team_score(teamNum)
if gGlobalSyncTable.gameMode == GAME_MODE_CTF then
if teamNum == 1 then
return gGlobalSyncTable.capTeam1
elseif teamNum == 2 then
return gGlobalSyncTable.capTeam2
else
return 0
end
end
local score = 0
for i = 0, (MAX_PLAYERS - 1) do
local s = gPlayerSyncTable[i]
local np = gNetworkPlayers[i]
if np.connected and s.team == teamNum then
if gGameModes[gGlobalSyncTable.gameMode].useScore then
score = score + s.score
else
score = score + s.kills
end
end
end
return score
end
function pick_team_on_join(m)
-- no teams
if not gGameModes[gGlobalSyncTable.gameMode].teams then
return 0
end
-- count teams
local teamCount = {}
for i = 0, (MAX_PLAYERS - 1) do
local inp = gNetworkPlayers[i]
local is = gPlayerSyncTable[i]
if inp.connected and i ~= m.playerIndex then
if teamCount[is.team] == nil then
teamCount[is.team] = 0
end
teamCount[is.team] = teamCount[is.team] + 1
end
end
-- sanitize counts
local redCount = teamCount[1]
if redCount == nil then redCount = 0 end
local blueCount = teamCount[2]
if blueCount == nil then blueCount = 0 end
-- pick team
if redCount == blueCount then
return math.random(1,2)
elseif redCount < blueCount then
return 1
else
return 2
end
end
function shuffle_teams()
local t = {}
local count = 0
-- create table of players
for i = 0, (MAX_PLAYERS-1) do
local m = gMarioStates[i]
local s = gPlayerSyncTable[i]
if active_player(m) then
table.insert(t, s)
count = count + 1
end
end
-- shuffle
for i = #t, 2, -1 do
local j = math.random(i)
t[i], t[j] = t[j], t[i]
end
-- assign teams
local team1Count = 0
local team2Count = 0
local oddS = nil
for i, s in ipairs(t) do
if (i - 1) < count / 2 then
s.team = 1
team1Count = team1Count + 1
oddS = s
else
s.team = 2
team2Count = team2Count + 1
end
end
-- shuffle odd player
if team1Count > team2Count then
oddS.team = math.random(1, 2)
end
end
function round_begin()
gGlobalSyncTable.message = ' '
gGlobalSyncTable.gameState = GAME_STATE_ACTIVE
gGlobalSyncTable.capTeam1 = 0
gGlobalSyncTable.capTeam2 = 0
gGlobalSyncTable.kothPoint = -1
bhv_arena_flag_reset()
local roundShuffle = false
sRoundCount = sRoundCount + 1
if sRoundCount >= gGlobalSyncTable.roundsPerShuffle then
sRoundCount = 0
roundShuffle = true
end
local playerCount = network_player_connected_count()
if roundShuffle and sRandomizeMode then
local gamemodes = {}
for i, gm in ipairs(gGameModes) do
if playerCount >= gm.minPlayers and playerCount <= gm.maxPlayers then
table.insert(gamemodes, i)
end
end
gGlobalSyncTable.gameMode = gamemodes[math.random(#gamemodes)]
end
if roundShuffle then
local curLevel = nil
for i, gl in ipairs(gGameLevels) do
if gGlobalSyncTable.currentLevel == gl.level then
curLevel = i
end
end
if curLevel ~= nil then
if curLevel >= #gGameLevels then
curLevel = 1
else
curLevel = curLevel + 1
end
gGlobalSyncTable.currentLevel = gGameLevels[curLevel].level
else
gGlobalSyncTable.currentLevel = gGameLevels[math.random(#gGameLevels)].level
end
end
for i = 0, (MAX_PLAYERS - 1) do
player_reset_sync_table(gMarioStates[i])
if not gGameModes[gGlobalSyncTable.gameMode].teams then
local s = gPlayerSyncTable[i]
s.team = 0
end
end
if gGameModes[gGlobalSyncTable.gameMode].teams then
shuffle_teams()
end
send_arena_respawn()
end
function round_end()
calculate_rankings()
gGlobalSyncTable.gameState = GAME_STATE_INACTIVE
sWaitTimer = sWaitTimerMax
if gGlobalSyncTable.gameMode == GAME_MODE_DM or gGlobalSyncTable.gameMode == GAME_MODE_FT or gGlobalSyncTable.gameMode == GAME_MODE_KOTH then
lowestRank = 999
winner = nil
for i = 0, (MAX_PLAYERS - 1) do
local m = gMarioStates[i]
local s = gPlayerSyncTable[i]
local np = gNetworkPlayers[i]
if np.connected and s.rank > 0 and s.rank < lowestRank then
lowestRank = s.rank
winner = m
end
end
if winner ~= nil then
local winnerNp = gNetworkPlayers[winner.playerIndex]
gGlobalSyncTable.message = strip_colors(winnerNp.name) .. ' Wins!'
else
gGlobalSyncTable.message = 'Round Ended'
end
elseif gGlobalSyncTable.gameMode == GAME_MODE_TDM or gGlobalSyncTable.gameMode == GAME_MODE_CTF or gGlobalSyncTable.gameMode == GAME_MODE_TFT or gGlobalSyncTable.gameMode == GAME_MODE_TKOTH then
local redScore = calculate_team_score(1)
local blueScore = calculate_team_score(2)
if redScore > blueScore then
gGlobalSyncTable.message = 'Red Team Wins!'
elseif blueScore > redScore then
gGlobalSyncTable.message = 'Blue Team Wins!'
else
gGlobalSyncTable.message = 'Round Ended'
end
else
gGlobalSyncTable.message = 'Round Ended'
end
end
function on_arena_player_death(victimGlobalId, attackerGlobalId)
local npVictim = network_player_from_global_index(victimGlobalId)
local npAttacker = network_player_from_global_index(attackerGlobalId)
if npVictim == nil then
return
end
if network_is_server() then
bhv_arena_flag_check_death(npVictim)
end
local sVictim = gPlayerSyncTable[npVictim.localIndex]
local sAttacker = nil
if npAttacker ~= nil then sAttacker = gPlayerSyncTable[npAttacker.localIndex] end
local normalColor = '\\#dcdcdc\\'
if npAttacker == nil or npVictim == npAttacker then
-- create popup
local victimColor = network_get_player_text_color_string(npVictim.localIndex)
djui_popup_create(victimColor .. npVictim.name .. normalColor .. " died!", 2)
-- adjust deaths/kills
if network_is_server() and gGlobalSyncTable.gameState == GAME_STATE_ACTIVE then
sVictim.deaths = sVictim.deaths + 1
if sVictim.kills > 0 then
sVictim.kills = sVictim.kills - 1
end
end
else
-- create popup
local victimColor = network_get_player_text_color_string(npVictim.localIndex)
local attackerColor = network_get_player_text_color_string(npAttacker.localIndex)
djui_popup_create(attackerColor .. npAttacker.name .. normalColor .. " killed " .. victimColor .. npVictim.name .. normalColor .. "!", 2)
-- adjust deaths/kills
if network_is_server() and gGlobalSyncTable.gameState == GAME_STATE_ACTIVE then
sVictim.deaths = sVictim.deaths + 1
sAttacker.kills = sAttacker.kills + 1
end
end
if network_is_server() and gGlobalSyncTable.gameState == GAME_STATE_ACTIVE then
if gGlobalSyncTable.gameMode == GAME_MODE_DM then
if sAttacker ~= nil and sAttacker.kills >= gGameModes[gGlobalSyncTable.gameMode].scoreCap then
round_end()
end
elseif gGlobalSyncTable.gameMode == GAME_MODE_TDM then
if sAttacker.team ~= 0 then
local teamScore = calculate_team_score(sAttacker.team)
if teamScore >= gGameModes[gGlobalSyncTable.gameMode].scoreCap then
round_end()
end
end
end
end
end
function end_round_if_team_empty()
if not sRandomizeMode then
return
end
local redCount = 0
local blueCount = 0
for i = 0, (MAX_PLAYERS - 1) do
local s = gPlayerSyncTable[i]
local np = gNetworkPlayers[i]
if np.connected then
if s.team == 1 then
redCount = redCount + 1
elseif s.team == 2 then
blueCount = blueCount + 1
end
end
end
if redCount == 0 or blueCount == 0 then
round_end()
end
end
---
function level_check()
local np = gNetworkPlayers[0]
if np.currLevelNum ~= gGlobalSyncTable.currentLevel or np.currActNum ~= 1 or np.currAreaIndex ~= 1 then
warp_to_level(gGlobalSyncTable.currentLevel, 1, 1)
return false
end
return true
end
function on_sync_valid()
if level_check() then
player_respawn(gMarioStates[0])
end
end
function on_pause_exit(exitToCastle)
return false
end
function on_server_update()
if gGlobalSyncTable.gameState == GAME_STATE_ACTIVE then
calculate_rankings()
if gGameModes[gGlobalSyncTable.gameMode].teams then
end_round_if_team_empty()
end
elseif gGlobalSyncTable.gameState == GAME_STATE_INACTIVE then
sWaitTimer = sWaitTimer - 1
if sWaitTimer <= 0 then
sWaitTimer = 0
round_begin()
end
end
end
function on_update()
if network_is_server() then
on_server_update()
end
local np = gNetworkPlayers[0]
if np.currAreaSyncValid then
level_check()
end
end
function on_gamemode_command(msg)
local setMode = nil
for i, gm in ipairs(gGameModes) do
if msg == gm.shortName then
setMode = i
end
end
if msg == 'random' then
djui_chat_message_create('Setting to random gamemode.')
sRandomizeMode = true
round_end()
sWaitTimer = 1
sRoundCount = 0
return true
end
if setMode ~= nil then
djui_chat_message_create('Setting game mode.')
gGlobalSyncTable.gameMode = setMode
sRandomizeMode = false
round_end()
sWaitTimer = 1
sRoundCount = 0
return true
end
return false
end
function on_level_command(msg)
local setLevel = nil
for i, gl in ipairs(gGameLevels) do
if msg == gl.name then
setLevel = i
end
end
if setLevel ~= nil then
gGlobalSyncTable.currentLevel = gGameLevels[setLevel].level
round_end()
sWaitTimer = 1
sRoundCount = 0
return true
end
return false
end
hook_event(HOOK_ON_SYNC_VALID, on_sync_valid)
hook_event(HOOK_ON_PAUSE_EXIT, on_pause_exit)
hook_event(HOOK_UPDATE, on_update)
sGameModeShortTimes = ''
for i, gm in ipairs(gGameModes) do
if string.len(sGameModeShortTimes) > 0 then
sGameModeShortTimes = sGameModeShortTimes .. '|'
end
sGameModeShortTimes = sGameModeShortTimes .. gm.shortName
end
function get_level_choices()
local levelChoices = ''
for i, gl in ipairs(gGameLevels) do
if string.len(levelChoices) > 0 then
levelChoices = levelChoices .. '|'
end
levelChoices = levelChoices .. gl.name
end
return levelChoices
end
if network_is_server() then
hook_chat_command('arena-gamemode', string.format("[%s|random] sets gamemode", sGameModeShortTimes), on_gamemode_command)
hook_chat_command('arena-level', string.format('[%s] sets level', get_level_choices()), on_level_command)
end